Many
different types of
people become bounty hunters, and these bounty hunters meet, hunt, or
team up with a wide variety of people. From fiery preachers
like
Father William, to surgical combatants like The Angel; from seductress
assassins like Altair of Altair, to desperate gamblers like Halfpenny
Terwilliger, one's career on the Inner Frontier is an important
decision. It affects your role in combat, your skills, your
powers and abilities, and much more. Characters gain their
abilities from one of the following power sources: Martial, Tech,
Psionic. They also fit into one of the following roles: Defender,
Striker, Controller, Leader.
A well-rounded team will have each of those roles covered.

Here are the classes you'll find in the SANTIAGO adventure
path;
they don't cover every spectrum of Humanity or Alienity, but they do
cover the vast array of people to be found on the Inner Frontier.
These quick class introductions also contain a few sample
powers;
powers are referred to by a different name depending on the class which
can access them: maneuvers, gadgets, procedures, influences,
tactics, and tricks.

Frontiersman - martial striker (ranged)

Frontiersmen
are rugged, capable
individuals, at home in a seedy tavern
or run-down spaceport, moving from planet to planet. Adept
with
pistols and rifles, the Frontiersman is the career of choice for many
bounty hunters. The bounty hunter Sebastian Nightingale Cain
(aka
The Songbird) is a Frontiersman.

Effect: Until the end of the encounter, any
creature that enters or starts its turn in the zone takes 2d10 + your
Wisdom modifier fire damage and is knocked prone.

Level 19: 3d10 + your Wisdom
modifier fire damage.

Supporter
[TO
BE RENAMED] - tech leader

Priests and medics, captains
and diplomats. Experienced in all things
tactical, the Supporter is a stalwart member of any party and provides
healing and other support resources. Solid, and able to
handle
himself, the Supporter is no slouch in combat, but he excels when
supporting a team. The pistol-toting preacher Father William
is a
Supporter.

Special:
You can use this power twice per encounter, but only once per round.
At 16th level, you can use this power three times per
encounter.

Psion- psi controller

Rare indeed, there
are not many who can truthfully say they have met a Psion.
Masters of the mind, Psions use their mental powers
to
devastating effect. The seductive assassin Altair of Altair is a Psion.

Hit: You slide the
target up to its
speed. The target then makes a basic attack against a
creature of
your choice as a free action.

Effect:
The
target is dazed until the end of your next turn.

Soldier - martial
defender/striker

A
well-trained
individual with a solid knowledge of tactics and strategies,
many
Soldiers on the Inner Frontier are ex-navy - although the term
"Soldier" does not necessarily imply military service. Well
equiped and well-armored in the latest that modern small arms
protection can provide, the Soldier is able to withstand punishment and
hold off a small army. The bounty hunter known as The Angel
is a
Soldier.
Key Abilities: Strength,
DexterityHit
Points: You start
with hit points
equal to 15 + your Constitution score. You gain 6 hit points each time
you gain a level. Bonus
to Defenses: +2 to
Fortitude Healing
Surges per Day: 9 +
your
Constitution modifier
Armor
Proficiencies: Weave,
Kevlar, Battlesuit;
Light Forcefild, Heavy ForcefieldWeapon
Proficiencies: Simple
melee,
military melee,
simple ranged, military ranged Class
Skills: Athletics
(Str), Endurance
(Con), Heal (Wis), Intimidate (Cha), Streetwise (Cha) Trained
Skills: Three from
the list of class
skillsPower Type:
Soldier powers are
called Tactics.

Clear
Headed
Soldier Utility 10

Your
experience and
training lets you shake off an effect that hinders you.

Encounter * MartialNo
Action
PersonalPrerequisite:
You must
have training in Endurance.Trigger:
You start
your turn dazed, dominated, or stunned by an effect that a save can
end.

Effect: You make a
saving throw with a +5
power bonus against the triggering effect.

Scoundrel
- martial
striker

Some are
unsavory, and others are charming, but all Scoundrels are cunning; they
cover the range from assasins to cat-burglars to hackers to con-men.
With a wide variety of skills, a talent for stealth, hacking,
and
bluffing, Scoundrels have a trick for every situation. The
gambler Halfpenny
Terwilliger is a Scoundrel.
Key Abilities:
Dexterity; Intelligence or
CharismaHit
Points: You start
with hit points
equal to 12 + your Constitution score. You gain 5 hit points each time
you gain a level. Bonus
to Defenses: +2 to
Reflex Healing
Surges per Day: 6 +
your
Constitution modifier
Armor
Proficiencies: WeaveWeapon
Proficiencies: Simple
melee,
simple rangedClass
Skills: Acrobatics
(Dex), Athletics
(Str), Bluff (Cha), Diplomacy (Cha) Engineering (Wis), Insight (Wis),
Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha),
Thievery (Dex) Trained
Skills: Stealth and
Thievery, plus
four more from the list of class skillsPower Type:
Scoundrel powers are
called Tricks.

Acrobat's
Escape
Scoundrel
Utility 10

As
an enemy tries to
close in, you slip away and leave him off-balance.

Encounter * MartialImmediate
Reaction
Melee 1Prerequisite:
You
must have training in Acrobatics.Trigger:
An enemy
moves into a square adjacent to you.Target: The
triggering enemy.

Effect: The target is
immobilized until the
start of its next turn. You shift a number of squares up to
your
Dexterity modifier to a square that is not adjacent to the target.